move_hitbox
A bone-attached sphere/capsule belonging to a named fighter and move. Multiple boxes in a move hit each victim only once per activation. @root explicitly uses the entity frame. Frames are zero-based; active_end is exclusive. Shared clip/fps/frames must agree across a move's boxes.
In scene text
move_hitbox { fighter "…" bone "…" end_bone "…" }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 15
| Field | Type | Unit / range | What it does |
|---|---|---|---|
fighter | text | — | Move selected by self.attack(name). |
bone | text | — | Skeleton node or semantic role (hand.R, foot.L, head, chest), or @root. |
end_bone | text | — | Other capsule endpoint's bone; empty uses bone. |
offset | (x, y, z) | — | Second point in end_bone-local meters; equal to offset gives a sphere. |
radius | number | 0.001 … 10 | Sphere/capsule radius in bone-local meters. |
clip | text | — | Exact animation clip or engine alias; empty is an explicitly pose-driven move. |
clip_start | number | 0 … 3600 | Seconds into the animation where this move begins. |
fps | number | 1 … 240 | Move timing frames per second, independent of render rate. |
active_start | number | 0 … 2400 | First active frame. |
active_end | number | 0 … 2400 | First inactive recovery frame. |
frames | number | 1 … 2400 | Total move frames, including recovery. |
damage | number | 0 … 100000 | Base damage before receiving-zone and guard modifiers. |
impulse | number | 0 … 1000 | Impact impulse (newton-seconds). |
hit_stop | number | 0 … 120 | Whole move frames of impact pause. |
reaction | text | — | auto, flinch, stagger or knockdown; a block prevents knockdown. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us